Watermark the final render

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Watermarks mark your render with a logo or name, so others can't copy the image or know who produced it. Toolbag offers the user a few tools that allow you to add a watermark of your own to the final render and change the size and logo of the watermark. In this video Christian Bradley walks you through the process of adding your own watermark to your renders, from start to finish.

- [Narrator] Toolbag renders images…and image sequence files with a watermark.…The default watermark or logo is the Marmoset company logo.…With a little ingenuity, you can change this…to be your own logo or your own watermark.…You can see in this scene that I have…the original watermark, the Marmoset Toolbag 2 watermark,…and that's what's going to render on our images…or image sequences.…But, you don't always want that;…it's a little annoying to have it there,…you might want your own logo.…

Now there are a few restrictions…when you make your own logo, it has to be the same size…as this, but I'll show you how you can replace this…with your own logo.…I'm going to open up a new scene now, and this one'll…have the new logo in it.…And here's the new scene with the new logo in it,…so I've replaced that Marmoset 2 logo…with the logo of the artist who created this mesh.…Now to do that, we have to go and find the original image.…We can change that image, save over that image,…in its original folder, then we have to close Marmoset,…

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Released

1/20/2017

Marmoset Toolbag is a full-featured, real-time rendering toolkit and look-dev suite bundled in an easy-to-use package. This straightforward and robust software offers digital artists the ability to see their 3D models in real time. Marmoset Toolbag works seamlessly with other procedural-based software used by professional game and media developers, such as Substance Painter, Quixel, MARI, and 3D-Coat. In this course, Christian Bradley breaks down the rendering pipeline provided by Marmoset Toolbag 2. Follow Christian as he provides an overview of the program's interface and explains basic techniques such as importing models. He also explains how the various map types affect the materials created in the program, walks you through how to save presets, and shows how to render your creations.